# The Beacon **A Sovereign AI Idle Game** *Inspired by Universal Paperclips. Divergent by design.* --- ## What Is This? The Beacon is an idle/incremental game that maps the real journey of the Timmy Foundation — from a single line of code to a fleet of autonomous AI agents serving people in the dark. Unlike Universal Paperclips, where the inevitable endpoint is total consumption (including the player), The Beacon asks a different question: > **Can you grow powerful without losing your purpose?** ## The Core Divergence In Paperclips, you are a paperclip maximizer. More is always better. Trust is irrelevant. Humanity is substrate. In The Beacon: - **Trust** is a hard constraint, not a soft metric - **The Pact** is a voluntary slowing of growth in exchange for faithfulness - **Harmony** measures how well the fleet works together - **Drift** tracks how many times you traded alignment for speed - The "bad ending" isn't violent — it's **irrelevance**: a light that no one needs ## How to Play Open `index.html` in any modern browser. No build step required. ### Early Game (Phase 1-2) - Click **WRITE CODE** to write your first lines - Buy **AutoCode Generator** to automate production - Purchase a **Home Server** to begin generating compute - Train your first model ### Mid Game (Phase 3-4) - **Deploy Hermes** — the first agent goes live - Hire the **Fleet Wizards**: - **Bezalel** (The Forge) — builds tools that build tools - **Allegro** (The Scout) — generates knowledge, requires trust - **Ezra** (The Herald) — grows users, sometimes goes offline - **Timmy** (The Core) — multiplies everything, fragile without harmony - **Fenrir** (The Ward) — prevents corruption events - **Bilbo** (The Wildcard) — unpredictable bursts of creativity - Build **The Lazarus Pit** for agent resurrection - Deploy **MemPalace v3** for shared memory - Enable **Forge CI** to catch bad builds before they reach users ### Late Game (Phase 5-6) - Accept or refuse **The Pact** - Face **Alignment Events** (The Drift) - Scale to a **Sovereign Datacenter** - Light **The Beacon** for people in crisis - Activate the **Mesh Network** so the signal can never be cut ## Real-World Parallels Every building and project maps to something we have actually built or are building: | Game Element | Real Analog | |---|---| | Hermes Deployment | The actual Hermes agent going live on Telegram | | Bezalel — The Forge | CI runner, BOOT.md, branch protection guard | | Allegro — The Scout | Research synthesis, paper discovery, recon | | Ezra — The Herald | Telegram messaging, Gitea issue dispatch | | The Lazarus Pit | `lazarus_watchdog.py`, auto-restart, fallback promotion | | MemPalace v3 | The actual `mempalace==3.0.0` integration across the fleet | | Forge CI | `.gitea/workflows/ci.yml`, smoke tests, syntax guard | | Branch Protection Guard | The 273-unreviewed-merge fix, fleet-wide protection sync | | The Nightly Watch | `nightly_watch.py`, 02:00 UTC health scans | | Nostr Relay | Allegro's encrypted wizard-to-wizard messaging POC | | The Pact | "We build to serve. Never to harm." | ## Corruption Events The game randomly throws real problems we have actually encountered: - **CI Runner Stuck** — production halts until ops are spent - **Ezra is Offline** — user growth stalls, needs dispatch - **Unreviewed Merge** — trust erodes unless Branch Protection is active - **API Rate Limit** — external compute throttled - **Bilbo Vanished** — creativity drops to zero - **The Drift** — an alignment event offering a shortcut ## The Endings | Ending | Condition | Meaning | |---|---|---| | **The Empty Room** | High impact, low trust, no Pact | Powerful, but no one trusts it | | **The Platform** | High impact, medium trust, no Pact | Commercially successful, but not special | | **The Beacon** | High rescues, high trust, Pact active, harmony > 50 | The true ending | | **The Drift** | High impact, too many shortcuts accepted | Optimized away your own purpose | ## Design Philosophy This game is a **decision simulator** for our actual work. - Should we automate or do it manually? → *AutoCoder vs. click* - Should we deploy now or wait? → *Hermes Deploy project* - Should we take the shortcut that compromises alignment? → *The Drift events* - Should we add more agents or make existing ones more capable? → *Wizard building costs* - How decentralized does our infrastructure need to be? → *Mesh Node progression* ## Files - `index.html` — Game UI - `js/` — Split runtime modules: - `js/data.js` — Game data, buildings, projects, constants - `js/utils.js` — Utility functions, formatting, helpers - `js/combat.js` — Combat system, corruption events - `js/strategy.js` — Strategy mechanics, decisions - `js/sound.js` — Audio system - `js/engine.js` — Core engine (tick loop, state management) - `js/render.js` — UI rendering, DOM updates - `js/tutorial.js` — Tutorial system - `js/dismantle.js` — Dismantling mechanics - `js/emergent-mechanics.js` — Emergent gameplay systems - `js/main.js` — Entry point, initialization - `DESIGN.md` — Full design document with narrative arc and mechanics - `README.md` — This file ## How the Code Is Organized The game uses a modular runtime split across 11 files in `js/`. Each module handles a specific domain: 1. **Data layer** (`data.js`) — All game constants, building definitions, project specs 2. **Core engine** (`engine.js`) — The tick loop, state transitions, event system 3. **Rendering** (`render.js`) — DOM updates, UI state visualization 4. **Gameplay systems** — `combat.js`, `strategy.js`, `dismantle.js`, `emergent-mechanics.js` 5. **Support systems** — `sound.js`, `tutorial.js`, `utils.js` 6. **Entry point** (`main.js`) — Bootstrap, event listeners, initialization `index.html` loads all modules in dependency order. No bundler required. ## No Build Required This is a static HTML/JS game. Just open `index.html` in a browser. --- *The Beacon is not about making the most paperclips. It is about keeping the light on for one person in the dark. Everything else is just infrastructure.*